D/D Water/Arc Ele, 10 in Air or 10 in Earth?
Zephyr’s Boon (air) is usually more popular, especially for a defensive d/d build in pvp.
PvE, you should not be using d/d. You should not be using Eagles. You should not be “focused on survivability, healing, and condition removal for myself and allies.” That is what the guard does, and he can do it better than you can.
In PvP, if you want to use d/d, go 0/0/30/20/20. Earth traits: protection of aura use, 10% dmg modifier in melee, immune to condi’s above 90% health. Water traits: regen when hit by crits, shorter cantrip CD’s. Arcana traits: Vigor on crit, boon on atunement swap. Force/Battle/Energy sigils on weps (choose 2 of the 3), clerics trinket. 2x monks, 2x waters, (2x divinities or 2x groves, although the groves seem to be bugged in PvP atm). Utilities are: Healing Signet, Armor of Earth, Cleansing Fire, Lightning Flash.
Keep your health above 90% at all times. This is easy to do: you have almost perma uptime on protection and 3x HoTs (Healing Sig passive, Regen boon, and Healing Mist). You’re basically an OP tank in this build. All condi-enemies are free kills; necros, condi-thieves, condi-engis, etc. If you’re fighting a minion necro, start off with Churning Earth + Lightning Flash to kill him minions, then he’ll be a piece of cake. Condi-thieves and engis you can basically ignore as if they were flies, and focus on a more dangerous direct-dmg opponent in the zerg that’s inevitably happening on the middle node.